Timeline for What system increases skills based on skill use?
Current License: CC BY-SA 3.0
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Jun 16, 2020 at 10:23 | history | edited | CommunityBot |
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Dec 21, 2013 at 1:39 | comment | added | Brian S | Worth noting, the system has three tiers of difficulty for a roll: the Minor difficulty is an automatic success for any character with 15+ in the skill. A Significant roll is checked against the character's attribute rather than skill value, making it more difficult to fail. It's also, of course, the GM's job to call for a roll, not the player's. | |
Dec 21, 2013 at 1:37 | comment | added | Brian S | @BenCrowell, It could potentially, yes. In particular, my group ran into a problem where I adapted UA's car chase rules for a footrace, and one of the players failed ten times in a single scene. I contacted the author (Erin Palette) with a suggestion to limit the gain to 1/skill/scene, and she seemed receptive to it; I don't know if or when she'll produce a new version of the rules, but that theoretical future version will most likely include the limit I set in my game, or something similar. (The parent game, UA, has a rate limit for spending XP, after all.) | |
Dec 20, 2013 at 23:54 | comment | added | user10152 | Wouldn't this system encourage players to spend a lot of time practicing their skills in situations where they didn't have anything to lose by failing? That might be realistic, but it doesn't seem like it would lead to good gameplay. | |
Dec 20, 2013 at 16:27 | history | edited | Brian S | CC BY-SA 3.0 |
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Dec 20, 2013 at 15:55 | history | edited | Brian S | CC BY-SA 3.0 |
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Dec 20, 2013 at 15:43 | history | answered | Brian S | CC BY-SA 3.0 |